zarator
^_^
The issue
Ever since Rootinabox ravaged Smogon forum, we had to close TLR due to the fact some critical data went lost with social groups. Now, while some of you may think that the purpose of this thread is just to call for a restoration of TLR, this is not the case. Personally, I think there are some deep problems with TLR which, after years since it first opened, finally require to be discussed in a place like this.
The Legend Run has been designed to be a difficult Roleplay. So difficult, probably, that no other ASB challenge even remotely compares to it - especially to the Legendary TLRs. However, I think we went a bit too far with it. To put things in perspective (note - all times has been cut by 4 months to match May 12th, the date of Rootinabox's attack):
- Mysterious Cove has been opened since Sep 10th, 2011 (i.e. 1 year and 8 months): ever since, 5 people obtained a Phione out of 24 people attempting it.
- Ice Spire has been opened since Sep 10th, 2011: ever since, 5 people obtained a Regice out of 23 people attempting it
- Rock Crag has been opened since Sep 10th, 2011: ever since, 7 people obtained Regirock out of 19 people attempting
- Iron Dungeon has been opened since Sep 10th, 2011: ever since, 5 people obtained Registeel out of 17 people attempting
- Heaven's Ascent has been opened since Sep 10th, 2011 (although it requires the above three raids to be completed before entering): ever since, 2 people tried and none succeeded
- Black Sulphur Caldera has been opened since Jan 31st, 2012 (1 year and 4 months): ever since, 8 people tried and none succeeded
- Windswept Meadow has been opened since May 11th, 2012 (1 year): ever since, 6 people tried and none succeeded
- Glacial Cave has been opened since Sep 30th, 2012 (8 months): ever since, 2 people tried and none succeeded
- Ruined Eden has been opened since Nov 10th, 2012 (6 months ago): ever since, 4 people tried and none succeeded
- Four Swords Quest has been opened since Apr 21st, 2013 (20 days): ever since, none tried it.
What does this data tell us? Some considerations:
1) Mysterious Cove really doesn't have the difficulty level it should have: for a beginner's TLR it's really damn hard. The win/loss ratio is lower than all Timeless Tower dungeons bar HA. And the large majority of teams which did manage to catch Phione really didn't look like beginner's teams by any definition of the word "beginner"
2) Something is wrong with the TLRs released past Timeless Tower: even putting aside the fact none ever got a legend from any of these (and aside from BSC and The Wanderer's Windswept Meadow run, none even got to see the legends, let alone having a veritable chance to catch them), it's not a good sign that a challenge which has been around with nearly two years - with such a large reward - has been challenged for only, what? Eight times? Less? I mean come on, there are some Gym leaders out here who've been challenged with over double that frequency!
Why is TLR so inaccessible?
One thing which is striking about The Legend Run is its inaccessibility. No RP with a comparable lifespan has had such a low amount of challenges over this kind of time. I think the main reason is that TLR is awfully frustrating, challenging, and risky for a variety of factors:
1) The Legend Run is time consuming: No RP (not even raids) ever compared to the length of a TLR. We're talking about between 30 and 50 rounds reffed for each successful run. That's a crazy amount of rounds reffed (to put things in perspective, the maximum amount of rounds ever reffed in a raid was roughly 25 or 26). Each person wanting to try and catch a legend is looking forward to at least two months of battling before getting a chance to catch the legendary. What's worse, unless the raid in question has been played a lot of times (like TT), the chances of failure approach 100%. A raider attempting to conquer, say, Ruined Eden, Heaven's Ascent or Glacial Cave has a lot of months of trial and fail before getting a chance to win.
2) The Legend Run is counter consuming: The amount of counters required to go into a TLR with some degree of success is ludicrous. Unless someone is lucky enough to have three trained mons which already fit the bill perfectly, he has to buy one to three new mons, and spend a lot of time (or universal counters if you're rich) to get them into shape - because unlike raids, you really need trained Pokemon for TLR due to the vast support movepools required. Then there's consummables and Poke Balls, which cost a sizeable amount of CC too. And what's worse, if you end up failing, a lot of those CC basically went wasted. If you're looking to try a not-fully-scouted TLR (read: not TT/MC/perhaps BSC) you'll need either a friend who scouts before/after you, or an impossibly high amount of CC to pay for your runs (unless you're just scouting the first two-three battles or something).
3) The Legend Run is extremely luck based: The kind of influence RNG has over TLRs is ridiculous. There's a lot of events which are completely RNG based. In 30-50 rounds of battling, RNG ends up mattering a lot - especially because unlike raids, your chances to minimize hax are much lower against a human opponent who doesn't just attack like raid bosses. And finally, catching a legendary is EXTREMELY luck based. Even in the nearly impossible situation that you got the legendary to 1% HP and sleeping, you're looking to a 22ish % catch chance (half the time, because Sports Ball). But we're talking about Pokemon with skyhigh stats, full movepools (including shit like Rest), and cruel arenas on your side. Unless your ref is particularly bad or unlucky, your chances to lock a legendary into such "favourable" odds are slim... in which case you're looking at 10% or so chances to catch, if not less.
4) The Legend Run is hard: it may sound odd, maybe obvious, but some TLR encounters are really damn hard - especially when you don't just need to win. You either need to win with enough life/energy to continue or you need to expose yourself to try and catch the opposing Pokemon. Then there are traps, arena effects, all sort of elements which make most TLR battles extremely harsh (even way before meeting the legend).
5) The Legend Run is incredibly info sensitive: Due to the huge amount of events, wild encounters, random effects and so on, the amount of information required to stand a chance in a TLR is ridiculous. But, unlike raids, the amount of scouting required to get it right is even worse. In raids, you generally need one, in the rarest cases two tries to get a good idea of what the boss can do and how to beat it. But in TLR, with a range of encounter events ranging from five-six to ten or more, you may need three, four, five attempts if not more, before having good info about the TLR itself. Even getting up to the legend once doesn't necessarily help you a lot for next attempt, because a lot of stuff you could've just missed because of RNG and thus not have the info available.
Now, none of these factors, take alone, is unbearable. It's their combination which is overpowering. To give you an idea:
- Not only a Legend Run is time consuming because of its sheer structure (point 1). You may require more tries to get it done (see point 5), thus extending the time you need to invest. You may need to spend time to gather the required resources, be them trained mons or CC for items (see point 2). A simple RNG not going your way can shut down your run and forcing you to have to go all the way again (see point 4), thus prolonging your time WAY beyond the 2 months I set as bare minimum if you get it done 1st try.
- A Legend Run is already counter consuming in itself (point 2). But if someone has to spend counters repeatedly just to scout the TLR (see point 5), or just loses because of an overwhelming encounter (see point 4) or maybe because of bad RNG (see point 2), he may have to fuel enough counters to pay 3, 4, 5 more runs than expected. And the majority of people with remotely good mons do not live just for TLR - there are Gym Challenges, other RPs, etc to pay time for.
And I could put down many other perspectives about it. The point is, each aspect of TLR's difficulty synergizes with others to make each aspect even more mean that it would be if taken on its own. For example, imagine if you had to wait 3 months in-game just to retry to catch a legendary Pokemon... and you can throw only one Poke Ball per day. And you can only use two Pokemon in a Double battle against an AI controlled opponent with tailored movepools. And if it's Ho-Oh there's perma-sunlight, of course. I think you're getting where I'm going.
Now, there's a lot more which could be said. And I don't want to make coherent proposals in the OP yet because they'd sway discussion too soon. I first want some input on the issue I've outlined, namely:
- The Legend Run is, arguably, the least challenged Roleplay among all the Roleplay with a comparable lifespan. The amount of issued challenges is abysmally small, and the win/loss ratio is even smaller.
Related questions:
- Is there a problem with TLR's accessibility? Could TLR be made more accessible without reducing the amount of skill required to complete it?
- Are all the TLR as difficult as they're intended too? Does the info gap between MC/TT and the other TLRs constitute a serious bump in the road for the attendance of other TLRs? What info do we actually need to keep secret, and why?
- Are all the aspects of TLR's difficulty equally important to us? Are all they wanted, or are some a byproduct of changeable policies? Can/should some of these factors be weakened to provide a more enjoyable/accessible experience?
- Last, but not least: what are our thoughts on legendary Pokemon in ASB? What's the role we intend to see them assuming? How common/rare should they be? How much accessible should they be? Are they intended for Gym challenges? Tournaments? RPs? How beneficial/threatening can legends be to the ASB's environment? What have been the impact of currently caught legends on ASB so far?
If someone feels there are related questions I didn't state here, feel free to propose them
Please discuss, and stay on topic. I understand it will be hard, given the complexity of the issue. But I'm confident you'll do your best.
Ever since Rootinabox ravaged Smogon forum, we had to close TLR due to the fact some critical data went lost with social groups. Now, while some of you may think that the purpose of this thread is just to call for a restoration of TLR, this is not the case. Personally, I think there are some deep problems with TLR which, after years since it first opened, finally require to be discussed in a place like this.
The Legend Run has been designed to be a difficult Roleplay. So difficult, probably, that no other ASB challenge even remotely compares to it - especially to the Legendary TLRs. However, I think we went a bit too far with it. To put things in perspective (note - all times has been cut by 4 months to match May 12th, the date of Rootinabox's attack):
- Mysterious Cove has been opened since Sep 10th, 2011 (i.e. 1 year and 8 months): ever since, 5 people obtained a Phione out of 24 people attempting it.
- Ice Spire has been opened since Sep 10th, 2011: ever since, 5 people obtained a Regice out of 23 people attempting it
- Rock Crag has been opened since Sep 10th, 2011: ever since, 7 people obtained Regirock out of 19 people attempting
- Iron Dungeon has been opened since Sep 10th, 2011: ever since, 5 people obtained Registeel out of 17 people attempting
- Heaven's Ascent has been opened since Sep 10th, 2011 (although it requires the above three raids to be completed before entering): ever since, 2 people tried and none succeeded
- Black Sulphur Caldera has been opened since Jan 31st, 2012 (1 year and 4 months): ever since, 8 people tried and none succeeded
- Windswept Meadow has been opened since May 11th, 2012 (1 year): ever since, 6 people tried and none succeeded
- Glacial Cave has been opened since Sep 30th, 2012 (8 months): ever since, 2 people tried and none succeeded
- Ruined Eden has been opened since Nov 10th, 2012 (6 months ago): ever since, 4 people tried and none succeeded
- Four Swords Quest has been opened since Apr 21st, 2013 (20 days): ever since, none tried it.
What does this data tell us? Some considerations:
1) Mysterious Cove really doesn't have the difficulty level it should have: for a beginner's TLR it's really damn hard. The win/loss ratio is lower than all Timeless Tower dungeons bar HA. And the large majority of teams which did manage to catch Phione really didn't look like beginner's teams by any definition of the word "beginner"
2) Something is wrong with the TLRs released past Timeless Tower: even putting aside the fact none ever got a legend from any of these (and aside from BSC and The Wanderer's Windswept Meadow run, none even got to see the legends, let alone having a veritable chance to catch them), it's not a good sign that a challenge which has been around with nearly two years - with such a large reward - has been challenged for only, what? Eight times? Less? I mean come on, there are some Gym leaders out here who've been challenged with over double that frequency!
Why is TLR so inaccessible?
One thing which is striking about The Legend Run is its inaccessibility. No RP with a comparable lifespan has had such a low amount of challenges over this kind of time. I think the main reason is that TLR is awfully frustrating, challenging, and risky for a variety of factors:
1) The Legend Run is time consuming: No RP (not even raids) ever compared to the length of a TLR. We're talking about between 30 and 50 rounds reffed for each successful run. That's a crazy amount of rounds reffed (to put things in perspective, the maximum amount of rounds ever reffed in a raid was roughly 25 or 26). Each person wanting to try and catch a legend is looking forward to at least two months of battling before getting a chance to catch the legendary. What's worse, unless the raid in question has been played a lot of times (like TT), the chances of failure approach 100%. A raider attempting to conquer, say, Ruined Eden, Heaven's Ascent or Glacial Cave has a lot of months of trial and fail before getting a chance to win.
2) The Legend Run is counter consuming: The amount of counters required to go into a TLR with some degree of success is ludicrous. Unless someone is lucky enough to have three trained mons which already fit the bill perfectly, he has to buy one to three new mons, and spend a lot of time (or universal counters if you're rich) to get them into shape - because unlike raids, you really need trained Pokemon for TLR due to the vast support movepools required. Then there's consummables and Poke Balls, which cost a sizeable amount of CC too. And what's worse, if you end up failing, a lot of those CC basically went wasted. If you're looking to try a not-fully-scouted TLR (read: not TT/MC/perhaps BSC) you'll need either a friend who scouts before/after you, or an impossibly high amount of CC to pay for your runs (unless you're just scouting the first two-three battles or something).
3) The Legend Run is extremely luck based: The kind of influence RNG has over TLRs is ridiculous. There's a lot of events which are completely RNG based. In 30-50 rounds of battling, RNG ends up mattering a lot - especially because unlike raids, your chances to minimize hax are much lower against a human opponent who doesn't just attack like raid bosses. And finally, catching a legendary is EXTREMELY luck based. Even in the nearly impossible situation that you got the legendary to 1% HP and sleeping, you're looking to a 22ish % catch chance (half the time, because Sports Ball). But we're talking about Pokemon with skyhigh stats, full movepools (including shit like Rest), and cruel arenas on your side. Unless your ref is particularly bad or unlucky, your chances to lock a legendary into such "favourable" odds are slim... in which case you're looking at 10% or so chances to catch, if not less.
4) The Legend Run is hard: it may sound odd, maybe obvious, but some TLR encounters are really damn hard - especially when you don't just need to win. You either need to win with enough life/energy to continue or you need to expose yourself to try and catch the opposing Pokemon. Then there are traps, arena effects, all sort of elements which make most TLR battles extremely harsh (even way before meeting the legend).
5) The Legend Run is incredibly info sensitive: Due to the huge amount of events, wild encounters, random effects and so on, the amount of information required to stand a chance in a TLR is ridiculous. But, unlike raids, the amount of scouting required to get it right is even worse. In raids, you generally need one, in the rarest cases two tries to get a good idea of what the boss can do and how to beat it. But in TLR, with a range of encounter events ranging from five-six to ten or more, you may need three, four, five attempts if not more, before having good info about the TLR itself. Even getting up to the legend once doesn't necessarily help you a lot for next attempt, because a lot of stuff you could've just missed because of RNG and thus not have the info available.
Now, none of these factors, take alone, is unbearable. It's their combination which is overpowering. To give you an idea:
- Not only a Legend Run is time consuming because of its sheer structure (point 1). You may require more tries to get it done (see point 5), thus extending the time you need to invest. You may need to spend time to gather the required resources, be them trained mons or CC for items (see point 2). A simple RNG not going your way can shut down your run and forcing you to have to go all the way again (see point 4), thus prolonging your time WAY beyond the 2 months I set as bare minimum if you get it done 1st try.
- A Legend Run is already counter consuming in itself (point 2). But if someone has to spend counters repeatedly just to scout the TLR (see point 5), or just loses because of an overwhelming encounter (see point 4) or maybe because of bad RNG (see point 2), he may have to fuel enough counters to pay 3, 4, 5 more runs than expected. And the majority of people with remotely good mons do not live just for TLR - there are Gym Challenges, other RPs, etc to pay time for.
And I could put down many other perspectives about it. The point is, each aspect of TLR's difficulty synergizes with others to make each aspect even more mean that it would be if taken on its own. For example, imagine if you had to wait 3 months in-game just to retry to catch a legendary Pokemon... and you can throw only one Poke Ball per day. And you can only use two Pokemon in a Double battle against an AI controlled opponent with tailored movepools. And if it's Ho-Oh there's perma-sunlight, of course. I think you're getting where I'm going.
Now, there's a lot more which could be said. And I don't want to make coherent proposals in the OP yet because they'd sway discussion too soon. I first want some input on the issue I've outlined, namely:
- The Legend Run is, arguably, the least challenged Roleplay among all the Roleplay with a comparable lifespan. The amount of issued challenges is abysmally small, and the win/loss ratio is even smaller.
Related questions:
- Is there a problem with TLR's accessibility? Could TLR be made more accessible without reducing the amount of skill required to complete it?
- Are all the TLR as difficult as they're intended too? Does the info gap between MC/TT and the other TLRs constitute a serious bump in the road for the attendance of other TLRs? What info do we actually need to keep secret, and why?
- Are all the aspects of TLR's difficulty equally important to us? Are all they wanted, or are some a byproduct of changeable policies? Can/should some of these factors be weakened to provide a more enjoyable/accessible experience?
- Last, but not least: what are our thoughts on legendary Pokemon in ASB? What's the role we intend to see them assuming? How common/rare should they be? How much accessible should they be? Are they intended for Gym challenges? Tournaments? RPs? How beneficial/threatening can legends be to the ASB's environment? What have been the impact of currently caught legends on ASB so far?
If someone feels there are related questions I didn't state here, feel free to propose them
Please discuss, and stay on topic. I understand it will be hard, given the complexity of the issue. But I'm confident you'll do your best.